Try to save stacks of Lunarschlag if you know a multi-target situation will arise.DoTing a new target, even with Sternschnuppen, is not a single target dps gain. Don't pad.Rule of thumb: It's only worth applying Mondfeuer or Sonnenfeuer to a target if you believe it will live for 10+ seconds.Try to cleave targets with Sonnenfeuer as much as possible, in an effort to save globals.

Try to pool charges of Neumond and Lunarschlag if you know an AoE situation will arise.DoTing a new target, even with Sternschnuppen, is not a single target dps gain. Don't pad.Rule of thumb: It's only worth applying Mondfeuer or Sonnenfeuer to a target if you believe it will live for 10+ seconds.Try to cleave targets with Sonnenfeuer as much as possible, in an effort to save globals.

Rotational Spells

Mondfeuer does damage both instantly and over 22 seconds to a single target. The instant damage is relatively small compared to the damage it does throughout its duration. Mondfeuer has no cast time (also known as “instant”) and no directional requirement; you do not have to be facing your target, you must simply be in range.

Notes:When Mondfeuer is refreshed, up to 30% of the full duration is added onto the new effect. If you reapply with 6.6 seconds or less, the time remaining is simply added to Mondfeuer's base duration.

Sonnenfeuer does damage both instantly and over 18 seconds, similar to Mondfeuer. Sonnenfeuer, however, is applied to all enemies within a 5 yard radius of your initial target. Instant Spell. No directional requirement.

Notes:When Sonnenfeuer is refreshed, up to 30% of the full duration is added onto the new effect. If you reapply with 5.4 seconds or less, the time remaining is simply added to Sonnenfeuer's base duration.

Lunarschlag is one of two filler spells we have, with a pretty hefty cast time. Upon a successful cast, Lunarschlag deals damage to your primary target, however, it also deals 20% of its damage in a small area around (5 yards) the target as well.

Solarzorn is the default Single Target filler for Balance. It is considered better than Lunarschlag since, while they both generate the same amount of Astral Power per second, Solarzorn does more damage per second (DPS) to one target.

Sternensog is an instant, Single Target nuke that costs 40 Astrale Macht. Sternensog grants us one charge of both Lunarermächtigung and Solarermächtigung. These empowerments buff their respective hard casts by 20%, and are then consumed one at a time. We can hold up to 3 charges of each empowerment, should you attempt to exceed the 3 charge limit, the proc will be wasted. Has a directional requirement.

Sternenregen is our AoE (area of effect) Astral Power spender. Sternenregen is a point and click target reticle that persists for 8 seconds after cast. This effect causes any target within the AoE to take 20% additional damage from our Mondfeuer and Sonnenfeuer. This damage bonus is referred to as Stellarermächtigung, it also happens to be the majority of Sternenregen's damage. Because of this, try to ensure mobs you're AoEing have at least one DoT on them. More information in the AoE rotation section.

Neumond is granted to us by our artifact weapon, Sichel von Elune. While not a baseline spell, it is important to understand what it does.

Neumond works on a charge system. You can hold up to 3 charges, with a 15 second recharge time.

Vollmond deals meteor damage, meaning its damage is split evenly between all enemies within 5yd(?).

These spells generate a sizable amount of our Astrale Macht over any given fight. 10/20/40 respectively, per cast.

We'll dive deeper into it later, in the “Advanced” section, however understand that you can "pool" these charges. Meaning that you don't have to spend them immediately. So long as you don't cap at 3, they are never wasted. This allows us to experience periods of high Astrale Macht generation, at our discretion.

Passive Spells

Our go-to shapeshift form is Mondkingestalt. This increases the damage that our spells do by 10%. There are very few instances where you would want to cast a damage spell while not in Mondkingestalt. The most common scenario would be if your target will not live long enough for it to be worth spending a global for a 10% damage gain.

Mondkingestalt also increases our armor by 200%, and makes us immune to polymorph affect.

It aso has a chance to incur Eulkinraserei, if we're meleed, or struck by certain abilities. I'll cover which abilities in raids have a chance to proc Eulkinraserei in their respective sections.

Utility Spells

Sonnenstrahl is one of the strongest interrupts in the game, with one glaring weakness, cooldown. This ability is an AoE interrupt on cast, and then persists in the world as an AoE silence. Often strong in 5mans, trash, and adds during boss encounters, however it is not often that bosses can be silenced.

Try to be very mindful of the damage you take, and when you'll take it. During raid encounters specifically, try to be consistent with your use of Baumrinde, or save it for a specific mechanic. This is an easy way to help out your healers.

As expansions have rolled out, we have lost most of our healing spells. With Legion, we now only have one baseline ability that heals us, Nachwachsen.

Miscellaneous

ReisegestaltBuffed or nerfed every patch for seemingly no reasonQUICKLY, DRUIDS ARE TOO GOOD, NERF TRAVEL FORMBut sir, travel form is already essentially nerfed since they can't use flight formDID I ASK FOR YOUR OPINION, SOLDIER!?We're not apart of an army